Abstract
This thesis aimed to develop a methodology which can be used to quantify a narrative subversion’s memorability. The researcher formulated seven unique subversion categories: Action, Environment, Narrative, Betrayal, Genre, Stereotype and Pattern. The researcher created a single player video game level in Fallout 4. The researcher developed a quest incorporating seven subversions (two Action, two Environment, two Narrative, and one Betrayal). To evaluate each subversion, the researcher created a “subversion memorability” formula using four key variables (Impact, Severity, Time, and Number of Prior Subversions). The researcher then plotted the subversion memorability values on a line graph to examine whether the resulting curve aligned with the Three-Act Structure. The researcher then conducted playtests and asked participants to indicate the levels of impact and severity of each subversion. The researcher then plugged the response averages into the formula to calculate the true subversion memorability value of each individual subversion.
Degree Date
Spring 2025
Document Type
Thesis
Degree Name
M.I.T.
Department
Level Design
Advisor
Katie Wood Clark
Acknowledgements
I would like to acknowledge my thesis advisors, Professor Katie Clark and Dr. Karl Steiner for helping me through this process. Also, I want to thank my parents, Sandi and JT Matarangas, for their support and raising me.
Format
Creative Commons License

This work is licensed under a Creative Commons Attribution-Noncommercial 4.0 License
Recommended Citation
Matarangas, Jon Jon D., "Predicting Subversion Impact in a Narratively Driven Quest" (2025). Level Design Theses and Dissertations. 21.
https://scholar.smu.edu/guildhall_leveldesign_etds/21
